Futurecraft Forums
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Futurecraft Forums

A forum dedicated to communication and innovation!
 
HomeLatest imagesSearchRegisterLog in
Welcome, one and all, to the Futurecraft Forums!

 

 Weapons Suggestions

Go down 
+17
ACH0225
Misticblade7
GLaDOS
Commander Error
MaggotKing
roguenerd
DragoonPreston
ectrimble20
fr0stbyte124
tonyri
The Schmetterling
Buggy1997123
Hierarch Fenway
Shiva
GroundBurg_Coder13
lordhood117
NalydRelwof
21 posters
Go to page : Previous  1, 2, 3, 4
AuthorMessage
ACH0225
General
General
ACH0225


Posts : 2346
Join date : 2012-01-01
Location : I might be somewhere, I might not.

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeMon Jan 02, 2012 2:26 pm

So, while you guys are all fiddleing around with your nukes and antimatrer bombs, I will load up my cruisers 15 90mm cannons, all the missile tubes, and shout on the intercom, FIRE ALL WEAPONS! And the fall of the dreadnought. Simple is best, I think. Its easier to just blast a hole in a ship, then use 3 or 4 dropships filled with troops armed with high ROF guns and tons of ammo, and just have them clear the ship, then blast it. All while the antimatter launce codes and authentication keys are being activated. I think everybody is just overthinking things...
Back to top Go down
Shiva
Admin
Shiva


Posts : 489
Join date : 2011-08-30
Age : 30

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeMon Jan 02, 2012 2:58 pm

Auth codes won't exist. Your cruiser would be annihilated far, far out of its' own range. The end.

On another note, we now have 1000 posts!
Back to top Go down
https://futurecraft.forumotion.com
tonyri
Newbie
Newbie
tonyri


Posts : 126
Join date : 2011-09-04
Age : 29
Location : Wisconsin, USA

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeMon Jan 02, 2012 7:01 pm

ACH0225 wrote:
So, while you guys are all fiddleing around with your nukes and antimatrer bombs, I will load up my cruisers 15 90mm cannons, all the missile tubes, and shout on the intercom, FIRE ALL WEAPONS! And the fall of the dreadnought. Simple is best, I think. Its easier to just blast a hole in a ship, then use 3 or 4 dropships filled with troops armed with high ROF guns and tons of ammo, and just have them clear the ship, then blast it. All while the antimatter launce codes and authentication keys are being activated. I think everybody is just overthinking things...
Or you could just skip the cruser part and have about 100 robot piloted fighters to swarm any large ship.
Back to top Go down
fr0stbyte124
Super Developrator
Super Developrator
fr0stbyte124


Posts : 1835
Join date : 2011-10-13

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeMon Jan 02, 2012 7:59 pm

Too many ships, not gonna happen.
Back to top Go down
tonyri
Newbie
Newbie
tonyri


Posts : 126
Join date : 2011-09-04
Age : 29
Location : Wisconsin, USA

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeMon Jan 02, 2012 8:01 pm

fr0stbyte124 wrote:
Too many ships, not gonna happen.
Because of computing limitations, or because of how stupid the idea is?
Back to top Go down
fr0stbyte124
Super Developrator
Super Developrator
fr0stbyte124


Posts : 1835
Join date : 2011-10-13

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeMon Jan 02, 2012 8:17 pm

Programming, mostly. We are not making a AAA game, nor am I a AAA game designer, so we have limitations in what we can do. In this case it will mostly be netcode related. Would be fun, but it impractical.
Back to top Go down
tonyri
Newbie
Newbie
tonyri


Posts : 126
Join date : 2011-09-04
Age : 29
Location : Wisconsin, USA

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeMon Jan 02, 2012 8:25 pm

fr0stbyte124 wrote:
Programming, mostly. We are not making a AAA game, nor am I a AAA game designer, so we have limitations in what we can do. In this case it will mostly be netcode related. Would be fun, but it impractical.
Fun is a subjective term. Smile While it might be fun for you, It would be comparable to trying to fight off a hive of bees with a rifle for me. XD
Back to top Go down
ACH0225
General
General
ACH0225


Posts : 2346
Join date : 2012-01-01
Location : I might be somewhere, I might not.

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeTue Jan 03, 2012 7:28 pm

What about a laser machine gun that can be placed down, and has a high ROF and uses a battery or solar generator for ammo creation?
Back to top Go down
Tau
Infantry
Infantry
Tau


Posts : 517
Join date : 2012-01-16
Age : 25
Location : Ancapistan

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeFri Jan 27, 2012 9:01 pm

I have an idea!

In Halo Reach, after Reach was glassed, some Spartans took a hijacked Covenant gunship, loaded it with a subspace (you know, that place where ZPMs get energy from?) bomb, and detonated it aboard a large Covenant ship. I think a subspace bomb would be a good idea. Just think; you managed to make a frigate that looks exactly like one of the enemy's frigates, and loaded it with salvaged enemy equipment to make it seem authentic. Then you managed to start flying alongside the enemy ship(s) (or maybe into the hangar), set a delay timer, leave in an escapepod, and watch as the enemy ship has a large chunk taken out of it by a large subspacey orb of pure energy. And make it EXTREMELY hard to build, like maybe 5-6 ZPMs, some sort of delay timer, and other rare materials.
Back to top Go down
Cool3303
Recruit
Recruit
Cool3303


Posts : 205
Join date : 2012-01-21
Age : 111
Location : In a bunker waiting for the wl invasion

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeSat Jan 28, 2012 5:12 am

Give me a option to build Giant lasers and I am Happy (Burn Tiny Humans Twisted Evil Twisted Evil Twisted Evil Twisted Evil )
Back to top Go down
xanex21
Newbie
Newbie



Posts : 131
Join date : 2012-01-21
Location : Between the Delta and Alpha Quadrant (trexies)

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeSat Jan 28, 2012 6:20 am

Have you guys discussed manned Gun Stations?. Say you have crew of four in SMP. While you fly the ship your crew can get on the GS and fire at the enemy.
Im not a coder, but would it be easy to create seats so that once you sit down, the view goes into first person of the gun station. Couldnt you make Gun station minecraft character that has the form of a gun station attach to the ship. The only controls as the character gun station would be to look and fire.
Back to top Go down
Keon
Lord/Lady Rear Admiral 1st
Lord/Lady Rear Admiral 1st
Keon


Posts : 3076
Join date : 2012-01-17
Location : Hahahaha.

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeSat Jan 28, 2012 10:44 am

xanex21 wrote:
Have you guys discussed manned Gun Stations?. Say you have crew of four in SMP. While you fly the ship your crew can get on the GS and fire at the enemy.
Im not a coder, but would it be easy to create seats so that once you sit down, the view goes into first person of the gun station. Couldnt you make Gun station minecraft character that has the form of a gun station attach to the ship. The only controls as the character gun station would be to look and fire.

Easy as pi. I could do a bad job using a boat and sdks gun mod, and I don't even know much of java at all.
However, what would be harder is autofiring turrets. You know, have them still lead a bit without being to OP. That could be a challenge. Humans should be better than AIs at firing. And maybe craftable better AIs to make guns more accurate? Also could be used for drones.
Back to top Go down
xanex21
Newbie
Newbie



Posts : 131
Join date : 2012-01-21
Location : Between the Delta and Alpha Quadrant (trexies)

Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitimeSat Jan 28, 2012 2:56 pm

Keon wrote:
xanex21 wrote:
Have you guys discussed manned Gun Stations?. Say you have crew of four in SMP. While you fly the ship your crew can get on the GS and fire at the enemy.
Im not a coder, but would it be easy to create seats so that once you sit down, the view goes into first person of the gun station. Couldnt you make Gun station minecraft character that has the form of a gun station attach to the ship. The only controls as the character gun station would be to look and fire.

Easy as pi. I could do a bad job using a boat and sdks gun mod, and I don't even know much of java at all.
However, what would be harder is autofiring turrets. You know, have them still lead a bit without being to OP. That could be a challenge. Humans should be better than AIs at firing. And maybe craftable better AIs to make guns more accurate? Also could be used for drones.

I'm referring to manned not unmanned, i could see issues with unmanned. What they could do is make all unmanned turrents point foward, like a fixed weapons and just point and shot when flyign your ship.
Back to top Go down
Sponsored content





Weapons Suggestions - Page 4 Empty
PostSubject: Re: Weapons Suggestions   Weapons Suggestions - Page 4 Icon_minitime

Back to top Go down
 
Weapons Suggestions
Back to top 
Page 4 of 4Go to page : Previous  1, 2, 3, 4
 Similar topics
-
» what are special weapons
» My actual suggestions.
» Keon's Plugin Suggestions
» ectrimble dev log
» Heavy Weapons`

Permissions in this forum:You cannot reply to topics in this forum
Futurecraft Forums :: Development :: Idea Center-
Jump to: